Search icon CANCEL
Subscription
0
Cart icon
Your Cart (0 item)
Close icon
You have no products in your basket yet
Save more on your purchases! discount-offer-chevron-icon
Savings automatically calculated. No voucher code required.
Arrow left icon
All Products
Best Sellers
New Releases
Books
Videos
Audiobooks
Learning Hub
Newsletter Hub
Free Learning
Arrow right icon
timer SALE ENDS IN
0 Days
:
00 Hours
:
00 Minutes
:
00 Seconds
Arrow up icon
GO TO TOP
Learning Cocos2d-x Game Development

You're reading from   Learning Cocos2d-x Game Development Learn cross-platform game development with Cocos2d-x

Arrow left icon
Product type Paperback
Published in Sep 2014
Publisher
ISBN-13 9781783988266
Length 266 pages
Edition 1st Edition
Arrow right icon
Author (1):
Arrow left icon
Siddharth Shekar Siddharth Shekar
Author Profile Icon Siddharth Shekar
Siddharth Shekar
Arrow right icon
View More author details
Toc

Table of Contents (19) Chapters Close

Learning Cocos2d-x Game Development
Credits
About the Author
Acknowledgments
About the Reviewers
www.PacktPub.com
Preface
1. Getting Started FREE CHAPTER 2. Displaying the Hero and Controls 3. Enemies and Controls 4. Collision Detection and Scoring 5. HUD, Parallax Background, and the Pause Button 6. Animations 7. Particle Systems 8. Adding Main and Option Menu Scenes 9. Adding Sounds and Effects 10. Publishing to the Windows Phone Store 11. Porting, References, and Final Remarks Index

Summary


In this chapter, we looked at the difference between the TrueType and bitmap fonts. Also, we saw different free tools and a professional tool called GlyphDesigner available to generate bitmap fonts. We then moved on to creating the HUD layer in which we added the score label, which was previously in the HelloWorldScene file, and this helped us to clean the code and make the layers a bit more organized.

The pause button was also added to the HUDLayer and successfully implemented, where if you pressed the pause button, the game would be paused and once the resume button is clicked, the game resumes from where it was left.

Finally, the scrolling background was also added, which made the game come to life by creating each image separately and moving at different speeds.

In the next chapter, we will look at character animation basics and some tools that are used in the industry to create animations and implement these tools in the game.

lock icon The rest of the chapter is locked
Register for a free Packt account to unlock a world of extra content!
A free Packt account unlocks extra newsletters, articles, discounted offers, and much more. Start advancing your knowledge today.
Unlock this book and the full library FREE for 7 days
Get unlimited access to 7000+ expert-authored eBooks and videos courses covering every tech area you can think of
Renews at £13.99/month. Cancel anytime
Visually different images